Here it is! The very aggressively requested Falling Sand shader breakdown! In the process of unpacking this whirlwind of faecal matter we learn about panning noise, UV masks and SPARKLES! We also briefly cover Distance Fields but that's a topic that would require a completely separate 5-minute video (wink wink)
ASSETS + CREDITING
All of the assets you'll need are in this folder!
www.dropbox.com/sh/v6rmb6sbap...
You're free to use these assets + the knowledge that has henceforth been seared into your brain without giving credit, although I'd love if you could link this video when showing off your results (and tag me so I can see!)
I want to give a big shout-out to our earliest Patrons:
Poot, Cody, Isaac H, YourSandbox, Denis B, Alex G, Lee and Roger!
Thanks so much for helping me create this content for everyone :)
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Discord - / discord
Patreon - / prismaticadev
Twitch - / prismaticadev
Twitter - / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
16 мар 2021